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Fix #3345. Put banners back in their bounding box.
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@@ -1687,8 +1687,8 @@ void viewport_banner_paint_setup(uint8 direction, int height, rct_map_element* m
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direction += map_element->properties.banner.position;
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direction &= 3;
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boundBoxOffsetX = RCT2_ADDRESS(0x98D884, uint16)[direction * 2];
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boundBoxOffsetY = RCT2_ADDRESS(0x98D884 + 2, uint16)[direction * 2];
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boundBoxOffsetX = RCT2_ADDRESS(0x98D884, uint16)[direction * 4];
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boundBoxOffsetY = RCT2_ADDRESS(0x98D884 + 2, uint16)[direction * 4];
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boundBoxOffsetZ = height + 2;
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uint32 base_id = (direction << 1) + banner_scenery->image;
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@@ -1706,8 +1706,8 @@ void viewport_banner_paint_setup(uint8 direction, int height, rct_map_element* m
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}
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sub_98197C(image_id, 0, 0, 1, 1, 0x15, height, boundBoxOffsetX, boundBoxOffsetY, boundBoxOffsetZ, get_current_rotation());
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boundBoxOffsetX = RCT2_ADDRESS(0x98D888, uint16)[direction * 2];
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boundBoxOffsetY = RCT2_ADDRESS(0x98D888 + 2, uint16)[direction * 2];
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boundBoxOffsetX = RCT2_ADDRESS(0x98D888, uint16)[direction * 4];
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boundBoxOffsetY = RCT2_ADDRESS(0x98D888 + 2, uint16)[direction * 4];
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image_id++;
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sub_98197C(image_id, 0, 0, 1, 1, 0x15, height, boundBoxOffsetX, boundBoxOffsetY, boundBoxOffsetZ, get_current_rotation());
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